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Blade Kuroda

Militant Raider

PostPosted: Sun Aug 28, 2011 12:57 am


Gambler's Chance
Just to clarify, which of the dice would be to hit yourself for the 2nd and 3rd year?

Swift strike
Yeah the average damage still came out pretty low, though it was better than the original.

I'm kind of torn on the acc+damage one. There's some potential for really insane damage for a y2 there even though it averages out to a decent value.
There might have to be some sort of penalty that goes along with the attack to help balance it out.

I don't know if this is a good idea because I came up with it almost 3am but I'll drop it anyway. XD

But basically... using this FEAR will drop their defenses for one turn - whatever damage they take is doubled. (Whee glass canons!) This way if they're lucky they can do the OMGWHAT damage and at the same time can take a shitton of damage in return.

We'll see if this still sounds like a good idea in the morning. XD;;

Edit - yes this was a terrible idea.

Poison
Hm... Sounds feasible.

In which for y1 that's a max of 9
y2 - 12
y3 - 24 damage

Might have to tinker around a bit and see later on. XD Mind slowly going deeeerp from tired.

Heal
hm... another tough call. I'd like to say that the one heal should be good enough considering how things are played. I'm having a hard time deciding if I like the idea of a regen move or not. XD
PostPosted: Sun Aug 28, 2011 10:16 am


Alternatetly for swift strike, the dice could be changed to d4 while using the accuracy+damage method. (1/2 = miss, 3/4 =hit). The accuracy of the attacks would remain the same across the years - just a matter of adding more attacks in.
4d4 = y1
6d4 = y2
8d4 = y3
New results

With the d4, the average is lower of course, but there's still the capability to do some high and low damage. The high end just doesn't quite get as crazy as dealing 29 in one turn. XD

Blade Kuroda

Militant Raider


Marushii
Vice Captain

Enduring Loiterer

12,925 Points
  • Magical Girl 50
  • Angelic Alliance 100
  • Brandisher 100
PostPosted: Thu Sep 01, 2011 5:05 pm


After thinking about it, to me the hitrange is still far too uncontrollable to really consider it as a viable Fear option. Either you miss, hit for a VERY low amount of damage, or hit once in a blue moon for an insane amount of high damage. I believe I've come up with a suitable replacement, however.

Using a four-sided dice, the first dice represents accuracy AND modifies the damage. The rest of the dice are straight-up damage.

Year One: 5d4
First Dice:
xxxxx 1, 2: Miss
xxxxx 3: HIT however the resulting damage is divided by 4. Only 1/4th of the damage is dealt.
xxxxx 4: HIT however the resulting damage is divided by 2. Only 1/2 of the damage is dealt.
Damage: Add up the dice, divide by the modifier result.
Min Damage: 1
Max Damage: 8


Year Two/Trainees: 7d4
First Dice:
xxxxx 1: Miss
xxxxx 2: HIT however the resulting damage is divided by 4. Only 1/4th of the damage is dealt.
xxxxx 3, 4: HIT however the resulting damage is divided by 2. Only 1/2 of the damage is dealt.
Damage: Add up the dice, divide by the modifier result.
Min Damage: 2 (1/4 chance), 6 (1/2 chance)
Max Damage: 12


Year Three/Hunters: 9d4
First Dice:
xxxxx 1: Miss
xxxxx 2: HIT however the resulting damage is divided by 4. Only 1/4th of the damage is dealt.
xxxxx 3: HIT however the resulting damage is divided by 2. Only 1/2 of the damage is dealt.
xxxxx 4: HIT however the resulting damage is divided by 2. Only 1/2 of the damage is dealt.
Damage: Add up the dice, divide by the modifier result.
Min Damage: 2 (1/4 chance), 8 (1/4 chance)
Max Damage: 16
PostPosted: Thu Sep 22, 2011 3:45 am


Changelog:
-- Dropped Min/Max damages, using Averages on all

Gambler's Chance
-- Implemented changed accuracies

Swift Strike
-- New Mechanics

The Barrier
-- Changed to Toshi's suggestion

The Eye
-- Changed dice

The Chill
-- Upped the dice

Tainted Fang
-- Changed system. Does not do as much damage as the other dice, however it pays off by being just about unavoidable.

OFFENSIVE

OFFENSIVE abilities are things you use on your opponent to deal damage or to annoy them!

The Gambler's Chance

The Gambler's Chance. This technique was developed by a demon known simply as Juanito. Legend has it that after a dispute over whether or not his tactics were legit, he unleashed one of the most powerful attacks anyone in Halloweentown has ever seen at that time. While it does tend to deal the most damage out of any other type of Fear technique, it has the unfortunate chance to do just as much damage as backlash to the user!

Year One: 5d8
First Dice:
xxxxx 1-5: Miss
xxxxx 6-8: Hit
Damage: Total of second and third dice.
Damage to Self: Total of last two dice. This always hits you!
Average Damage: 9


Year Two/Hunter Trainees: 7d8
First Dice:
xxxxx 1-2: Miss
xxxxx 3-8: Hit
Damage: Total of second, third, and fourth dice.
Damage to Self: Total of last three dice. This always hits you!
Average Damage: 14


Year Three/Hunters: 9d8
First Dice:
xxxxx 1: Miss
xxxxx 2-8: Hit
Damage: Total of second, third, fourth, and fifth dice.
Damage to Self: Total of last four dice. This always hits you!
Average Damage: 18



The Battle Cry

The Battle Cry is favored by in large by Monsters. It's unknown who created it, and it probably rivals The Barrier for title of being the oldest Fear technique. This technique allows the user to manipulate their Fear into a boost, enabling them deliver more damage. If they can trigger it properly, that is.

Year One: 4d4
First Dice:
xxxxx 1-2: Miss
xxxxx 3-4: Hit
Damage: Add up remaining dice.
Average Damage: 8


Year Two/Hunter Trainees: 7d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Hit
Damage: Add up remaining dice.
Average Damage: 15


Year Three/Hunters: 8d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Hit
Damage: Add up remaining dice.
Average Damage: 17




Swift Strike

An unconventional Reaper specializing in the use of both fists and shruiken developed the technique known as Swift Strike. At its core, the technique consists of light attacks performed in rapid succession to deal damage. On their own the strikes do little damage, but together the result is quite painful. This technique is good for those who prefer to attack relentlessly, or for those whose have an Area of Effect Fear.

Year One: 7d4
First Dice:
xxxxx 1: Miss
xxxxx 2 - 3: HIT however the resulting damage is divided by 2. Only 50% of the damage is dealt.
xxxxx 4: HIT however the resulting damage is multiplied by .8. Only 80% of the damage is dealt.
Damage: Add up the dice, divide by the modifier result.
Average Damage: 7 (50%), 11 (80%)


Year Two/Hunter Trainees: 9d4
First Dice:
xxxxx 1: Miss
xxxxx 2 - 3: HIT however the resulting damage is divided by 2. Only 50% of the damage is dealt.
xxxxx 4: HIT however the resulting damage is multiplied by .8. Only 80% of the damage is dealt.
Damage: Add up the dice, divide by the modifier result.
Average Damage: 10 (50%), 16 (80%)


Year Three/Hunters: 11d4
First Dice:
xxxxx 1: Miss
xxxxx 2 - 3: HIT however the resulting damage is divided by 2. Only 50% of the damage is dealt.
xxxxx 4: HIT however the resulting damage is multiplied by .8. Only 80% of the damage is dealt.
Damage: Ignore the first dice, total up the remaining dice. Divide or multiply by the modifier depending.
Average Damage: 13 (50%), 20 (80%)



The Mind

The Mind is a technique that has recently acknowledged as its own style, mostly after its users lobbied for its recognition by annoying the Fear out of the licensing department. While a majority of its users are ghosts, anyone with an inclination towards trickery and illusion is welcomed to practice this style.

Year One: 3d4
First Dice: represents your Accuracy.
xxxxx 1-2: Miss
xxxxx 3-4: Success!
Second Dice: represents your Modifier.
xxxxx 1 changes your opponent's damage modifier from -6 to -5. Your move backfired!
xxxxx 2-4 changes your opponent's damage modifier from -6 to -7.
Third Dice: represents how many turns the effect lasts.
xxxxx 1, 2: affects your opponent's next turn
xxxxx 3, 4: affects your opponent's next two turns


Year Two/Hunter Trainees: 3d4
First Dice: represents your Accuracy.
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice: represents your Modifier.
xxxxx 1-2 changes your opponent's damage modifier from -6 to -7.
xxxxx 3-4 changes your opponent's damage modifier from -6 to -8.
Third Dice: represents how many turns the effect lasts.
xxxxx 1: affects your opponent's next turn
xxxxx 2-4: affects your opponent's next two turns


Year Three/Hunters: 3d4
First Dice: represents your Accuracy.
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice: represents your Modifier.
xxxxx 1 changes your opponent's damage modifier from -6 to -7.
xxxxx 2, 3 changes your opponent's damage modifier from -6 to -8.
xxxxx 4 changes your opponent's damage modifier from -6 to -9.
Third Dice: represents how many turns the effect lasts.
xxxxx 1: affects your opponent's next two turns.
xxxxx 2, 3: affects your opponent's next two turns
xxxxx 4: affects your opponent's next three turns


Visual:
I use my Fear! Success!
Opponent attacks! -7 instead of -6 from total.
My turn: regular attack.
Opponent attacks! -7 instead of -6 from total.
My turn: regular attack.
Opponent attacks! Fear ran out! -6 from total again.
Fear power ran out! -6 from total again.

I'm an opponent! What if I use my Fear instead of a regular attack?
-1 from your first dice on your Fear ability.
ie, say you're trying to heal and roll: 3, 2, 1, 4. Subtract 1 from that three, and you miss! U mad bro?





SUPPORTIVE

Supportive abilities are things you can choose to cast on yourself or an ally to make battling easier, or to prevent someone from being knocked out!

The Barrier

The Barrier is quite possibly the oldest technique in Halloweentown. As its name suggests, it's all about negating damage. This does not heal you. This attack can be used on another person, but only one shield may be up at any time.

Year One: 1d4
First Dice:
xxxxx 1-3: Miss
xxxxx 4: Success!
Effect: Negate all damage next turn.


Year Two/Hunter Trainees: 1d4
First Dice:
xxxxx 1, 2: Miss
xxxxx 3, 4: Success!
Effect: Negate all damage next turn.


xxxxx To protect two people, Y2/Hunter Trainees Only: 2d4
xxxxxxxxxxDice Values:
xxxxxxxxxx 1-3: Miss
xxxxxxxxxx 4: Success! Negate all damage on this target.
xxxxxxxxxxOne die per target, max of two. Target does not need to be yourself.


Year Three/Hunter: 1d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Effect: Negate all damage next turn.


xxxxx To protect two people, Y3/Hunters Only: 2d4
xxxxxxxxxxDice Values:
xxxxxxxxxx 1, 2: Miss
xxxxxxxxxx 3, 4: Success! Negate all damage on this target.
xxxxxxxxxxOne die per target, max of two. Target does not need to be yourself.


xxxxx To protect three people, Y3/Hunters Only: 3d4
xxxxxxxxxxDice Values:
xxxxxxxxxx 1-3: Miss
xxxxxxxxxx 4: Success! Negate all damage on this target.
xxxxxxxxxxOne die per target, max of three. Target does not need to be yourself.





The Eye

The Eye A technique developed and mastered at Amityville Academy. Followers of the Eye manipulate their Fear not to damage, but to enable them to hit their opponents easier. This also provides a boost to their attack.

Year One: 2d4
First Dice:
xxxxx 1-3: Miss
xxxxx 4: Success!
Second Dice: How many rounds the effect lasts.
Effect: Target subtracts -5 instead of -6 to determine damage. If used and the ally uses a Fear, add +1 to the result.


Year Two/Hunter Trainees: 2d4
First Dice:
xxxxx 1, 2: Miss
xxxxx 3, 4: Success!
Second Dice: How many rounds the effect lasts.
Effect: Target subtracts -4 instead of -6 to determine damage. If used and the ally uses a Fear, add +2 to the result.


Year Three/Hunters: 2d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice: How many rounds the effect lasts.
Effect: Target subtracts -3 instead of -6 to determine damage. If used and the ally uses a Fear, add +3 to the result.


Visual:
I use my Fear! Success! Next two rounds is -4.
Opponent attacks!
Regular attack. -4 from total.
Opponent attacks!
Regular attack. -4 from total.
Opponent attacks!
Fear power ran out! -6 from total again.


The Chill

The Chill: As Fear can do damage, it can also heal. Not many like to acknowledge it as a particular style, preferring to refer to it as a method that should only be discussed and used after battle. Either way, it is a technique that allows one to manipulate their own Fear in such a way that can heal themselves or another.

Year One: 5d4
First Dice:
xxxxx 1-2: Miss
xxxxx 3-4: Success!
Amount Healed: Add remaining dice. You cannot go over your max HP. Nor can you give excess HP to another character.
Average Amount Healed: 10


Year Two/Hunter Trainees: 8d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Amount Healed: Add remaining dice. You cannot go over your max HP. Nor can you give excess HP to another character.
Average Amount Healed: 17


Year Three/Hunters: 10d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Amount Healed: Add remaining dice. You cannot go over your max HP. Nor can you give excess HP to another character.
Average Amount Healed: 22


The Tainted Fang

The Tainted Fang originated from members of Halloweentown that were poisonous. It wasn’t enough for them that their poisons were best effective in the Human World. As such, they experimented and learned to blend their Fear and natural poisons into an attack-boosting ability. Now, this technique does not require poison. At its core, this Fear boosts the regular attack of a combatant for a certain amount of turns.

Year One: 3d4
First Dice:
xxxxx 1-3: Miss
xxxxx 4: Success!
Second Dice:
xxxxx 1-3: Target suffers 1 damage for [third dice] rounds.
xxxxx 4: Target suffers 2 damage for [third dice] rounds.
Third Dice:
xxxxx Determines how many turns the effect lasts.
Potential Max Damage: 8


Year Two/Hunter Trainees: 3d4
First Dice:
xxxxx 1, 2: Miss
xxxxx 3, 4: Success!
Second Dice:
xxxxx 1: Target suffers 1 damage for [third dice] rounds.
xxxxx 2-3: Target suffers 2 damage for [third dice] rounds.
xxxxx 4: Target suffers 3 damage for [third dice] rounds.
Third Dice:
xxxxx Determines how many turns the effect lasts.
Potential Max Damage: 12


Year Two/Hunter Trainees: 3d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice:
xxxxx 1: Target suffers 2 damage for [third dice] rounds.
xxxxx 2-3: Target suffers 3 damage for [third dice] rounds.
xxxxx 4: Target suffers 4 damage for [third dice] rounds.
Third Dice:
xxxxx Determines how many turns the effect lasts.
Potential Max Damage: 16


Note that this technique is UNAVOIDABLE damage (unless they use a Barrier). Your target will take damage regardless of whether you hit or miss on subsequent turns.

Marushii
Vice Captain

Enduring Loiterer

12,925 Points
  • Magical Girl 50
  • Angelic Alliance 100
  • Brandisher 100

Marushii
Vice Captain

Enduring Loiterer

12,925 Points
  • Magical Girl 50
  • Angelic Alliance 100
  • Brandisher 100
PostPosted: Thu Sep 22, 2011 2:24 pm


Note to self for later: Up the damage Gambler's Chance can cause. nerf Battle Cry.

Gambler's Chance: should deal the highest amount of damage with the risk of recoil.
-- Y1: Currently 2d8 dmg
-- Y2: Currently 3d8 dmg
-- Y3: currently a 4d8 damage.

Battle Cry: Standard battle-damaging move.

As it is now, GC is useless when BC can do just as much damage without recoil.

In addition, create a "Visual" for the Tainted Fang.
PostPosted: Thu Sep 22, 2011 2:35 pm


Maru

: D

That was just what I was going to post

heart heart heart

edit: in addition I'd also suggest to nerf the amount of damage for the recoil on GC, especially with it being 100%

Toshihiko Two
Crew

Sugary Marshmallow


Marushii
Vice Captain

Enduring Loiterer

12,925 Points
  • Magical Girl 50
  • Angelic Alliance 100
  • Brandisher 100
PostPosted: Fri Sep 23, 2011 8:50 pm


Changelog:
Gambler's Chance
-- Upped the amount of damage dealt.
-- Implemented a modifier. There will always be recoil with this move.

Headlights
-- Added

OFFENSIVE

OFFENSIVE abilities are things you use on your opponent to deal damage or to annoy them!

The Gambler's Chance

The Gambler's Chance. This technique was developed by a demon known simply as Juanito. Legend has it that after a dispute over whether or not his tactics were legit, he unleashed one of the most powerful attacks anyone in Halloweentown has ever seen at that time. While it does tend to deal the most damage out of any other type of Fear technique, it has the unfortunate chance to do just as much damage as backlash to the user!

Year One: 6d12
First Dice:
xxxxx 1-8: Miss
xxxxx 9-12: Hit
Damage: Total of second and third dice.
Fourth Dice:
1: Take the full 100% damage.
2-7: Take 80% damage (multiply result by .8)
8-12: Take 50% damage (multiply result by .5 or divide by 2)
Damage to Self: Total of last two dice multiplied or divided by the modifier. This always hits you!
Average Damage to Opponent: 13


Year Two/Hunter Trainees: 8d12
First Dice:
xxxxx 1-6: Miss
xxxxx 7-12: Hit
Damage: Total of second, third, and fourth dice.
Fifth Dice:
1: Take the full 100% damage.
2-4: Take 80% damage (multiply result by .8)
5-8: Take 75% damage (multiply result by .75.)
9-12: Take 50% damage (multiply result by .5 or divide by 2)
Damage to Self: Total of last three dice multiplied or divided by the modifier. This always hits you!
Average Damage to Opponent: 19


Year Three/Hunters: 10d12
First Dice:
xxxxx 1-3: Miss
xxxxx 4-12: Hit
Damage: Total of second, third, fourth, and fifth dice.
Fifth Dice:
1: Take the full 100% damage.
2-4: Take 80% damage (multiply result by .8)
5-7: Take 75% damage (multiply result by .75.)
8-10: Take 50% damage (multiply result by .5 or divide by 2)
11-12: Take 25% damage (multiply result by .25)
Damage to Self: Total of last four dice multiplied or divided by the modifier. This always hits you!
Average Damage to Opponent: 25



The Battle Cry

The Battle Cry is favored by in large by Monsters. It's unknown who created it, and it probably rivals The Barrier for title of being the oldest Fear technique. This technique allows the user to manipulate their Fear into a boost, enabling them deliver more damage. If they can trigger it properly, that is.

Year One: 4d4
First Dice:
xxxxx 1-2: Miss
xxxxx 3-4: Hit
Damage: Add up remaining dice.
Average Damage: 8


Year Two/Hunter Trainees: 7d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Hit
Damage: Add up remaining dice.
Average Damage: 15


Year Three/Hunters: 8d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Hit
Damage: Add up remaining dice.
Average Damage: 17




Swift Strike

An unconventional Reaper specializing in the use of both fists and shruiken developed the technique known as Swift Strike. At its core, the technique consists of light attacks performed in rapid succession to deal damage. On their own the strikes do little damage, but together the result is quite painful. This technique is good for those who prefer to attack relentlessly, or for those whose have an Area of Effect Fear.

Year One: 7d4
First Dice:
xxxxx 1: Miss
xxxxx 2 - 3: HIT however the resulting damage is divided by 2. Only 50% of the damage is dealt.
xxxxx 4: HIT however the resulting damage is multiplied by .8. Only 80% of the damage is dealt.
Damage: Add up the dice, divide by the modifier result.
Average Damage: 7 (50%), 11 (80%)


Year Two/Hunter Trainees: 9d4
First Dice:
xxxxx 1: Miss
xxxxx 2 - 3: HIT however the resulting damage is divided by 2. Only 50% of the damage is dealt.
xxxxx 4: HIT however the resulting damage is multiplied by .8. Only 80% of the damage is dealt.
Damage: Add up the dice, divide by the modifier result.
Average Damage: 10 (50%), 16 (80%)


Year Three/Hunters: 11d4
First Dice:
xxxxx 1: Miss
xxxxx 2 - 3: HIT however the resulting damage is divided by 2. Only 50% of the damage is dealt.
xxxxx 4: HIT however the resulting damage is multiplied by .8. Only 80% of the damage is dealt.
Damage: Ignore the first dice, total up the remaining dice. Divide or multiply by the modifier depending.
Average Damage: 13 (50%), 20 (80%)



The Mind

The Mind is a technique that has recently acknowledged as its own style, mostly after its users lobbied for its recognition by annoying the Fear out of the licensing department. While a majority of its users are ghosts, anyone with an inclination towards trickery and illusion is welcomed to practice this style.

Year One: 3d4
First Dice: represents your Accuracy.
xxxxx 1-2: Miss
xxxxx 3-4: Success!
Second Dice: represents your Modifier.
xxxxx 1 changes your opponent's damage modifier from -6 to -5. Your move backfired!
xxxxx 2-4 changes your opponent's damage modifier from -6 to -7.
Third Dice: represents how many turns the effect lasts.
xxxxx 1, 2: affects your opponent's next turn
xxxxx 3, 4: affects your opponent's next two turns


Year Two/Hunter Trainees: 3d4
First Dice: represents your Accuracy.
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice: represents your Modifier.
xxxxx 1-2 changes your opponent's damage modifier from -6 to -7.
xxxxx 3-4 changes your opponent's damage modifier from -6 to -8.
Third Dice: represents how many turns the effect lasts.
xxxxx 1: affects your opponent's next turn
xxxxx 2-4: affects your opponent's next two turns


Year Three/Hunters: 3d4
First Dice: represents your Accuracy.
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice: represents your Modifier.
xxxxx 1 changes your opponent's damage modifier from -6 to -7.
xxxxx 2, 3 changes your opponent's damage modifier from -6 to -8.
xxxxx 4 changes your opponent's damage modifier from -6 to -9.
Third Dice: represents how many turns the effect lasts.
xxxxx 1: affects your opponent's next two turns.
xxxxx 2, 3: affects your opponent's next two turns
xxxxx 4: affects your opponent's next three turns


Visual:
I use my Fear! Success!
Opponent attacks! -7 instead of -6 from total.
My turn: regular attack.
Opponent attacks! -7 instead of -6 from total.
My turn: regular attack.
Opponent attacks! Fear ran out! -6 from total again.
Fear power ran out! -6 from total again.

I'm an opponent! What if I use my Fear instead of a regular attack?
-1 from your first dice on your Fear ability.
ie, say you're trying to heal and roll: 3, 2, 1, 4. Subtract 1 from that three, and you miss! U mad bro?





SUPPORTIVE

Supportive abilities are things you can choose to cast on yourself or an ally to make battling easier, or to prevent someone from being knocked out!

The Barrier

The Barrier is quite possibly the oldest technique in Halloweentown. As its name suggests, it's all about negating damage. This does not heal you. This attack can be used on another person, but only one shield may be up at any time.

Year One: 1d4
First Dice:
xxxxx 1-3: Miss
xxxxx 4: Success!
Effect: Negate all damage next turn.


Year Two/Hunter Trainees: 1d4
First Dice:
xxxxx 1, 2: Miss
xxxxx 3, 4: Success!
Effect: Negate all damage next turn.


xxxxx To protect two people, Y2/Hunter Trainees Only: 2d4
xxxxxxxxxxDice Values:
xxxxxxxxxx 1-3: Miss
xxxxxxxxxx 4: Success! Negate all damage on this target.
xxxxxxxxxxOne die per target, max of two. Target does not need to be yourself.


Year Three/Hunter: 1d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Effect: Negate all damage next turn.


xxxxx To protect two people, Y3/Hunters Only: 2d4
xxxxxxxxxxDice Values:
xxxxxxxxxx 1, 2: Miss
xxxxxxxxxx 3, 4: Success! Negate all damage on this target.
xxxxxxxxxxOne die per target, max of two. Target does not need to be yourself.


xxxxx To protect three people, Y3/Hunters Only: 3d4
xxxxxxxxxxDice Values:
xxxxxxxxxx 1-3: Miss
xxxxxxxxxx 4: Success! Negate all damage on this target.
xxxxxxxxxxOne die per target, max of three. Target does not need to be yourself.





The Eye

The Eye A technique developed and mastered at Amityville Academy. Followers of the Eye manipulate their Fear not to damage, but to enable them to hit their opponents easier. This also provides a boost to their attack.

Year One: 2d4
First Dice:
xxxxx 1-3: Miss
xxxxx 4: Success!
Second Dice: How many rounds the effect lasts.
Effect: Target subtracts -5 instead of -6 to determine damage. If used and the ally uses a Fear, add +1 to the result.


Year Two/Hunter Trainees: 2d4
First Dice:
xxxxx 1, 2: Miss
xxxxx 3, 4: Success!
Second Dice: How many rounds the effect lasts.
Effect: Target subtracts -4 instead of -6 to determine damage. If used and the ally uses a Fear, add +2 to the result.


Year Three/Hunters: 2d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice: How many rounds the effect lasts.
Effect: Target subtracts -3 instead of -6 to determine damage. If used and the ally uses a Fear, add +3 to the result.


Visual:
I use my Fear! Success! Next two rounds is -4.
Opponent attacks!
Regular attack. -4 from total.
Opponent attacks!
Regular attack. -4 from total.
Opponent attacks!
Fear power ran out! -6 from total again.


The Chill

The Chill: As Fear can do damage, it can also heal. Not many like to acknowledge it as a particular style, preferring to refer to it as a method that should only be discussed and used after battle. Either way, it is a technique that allows one to manipulate their own Fear in such a way that can heal themselves or another.

Year One: 5d4
First Dice:
xxxxx 1-2: Miss
xxxxx 3-4: Success!
Amount Healed: Add remaining dice. You cannot go over your max HP. Nor can you give excess HP to another character.
Average Amount Healed: 10


Year Two/Hunter Trainees: 8d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Amount Healed: Add remaining dice. You cannot go over your max HP. Nor can you give excess HP to another character.
Average Amount Healed: 17


Year Three/Hunters: 10d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Amount Healed: Add remaining dice. You cannot go over your max HP. Nor can you give excess HP to another character.
Average Amount Healed: 22


The Tainted Fang

The Tainted Fang originated from members of Halloweentown that were poisonous. It wasn’t enough for them that their poisons were best effective in the Human World. As such, they experimented and learned to blend their Fear and natural poisons into an attack-boosting ability. Now, this technique does not require poison. At its core, this Fear boosts the regular attack of a combatant for a certain amount of turns.

Year One: 3d4
First Dice:
xxxxx 1-3: Miss
xxxxx 4: Success!
Second Dice:
xxxxx 1-3: Target suffers 1 damage for [third dice] rounds.
xxxxx 4: Target suffers 2 damage for [third dice] rounds.
Third Dice:
xxxxx Determines how many turns the effect lasts.
Potential Max Damage: 8


Year Two/Hunter Trainees: 3d4
First Dice:
xxxxx 1, 2: Miss
xxxxx 3, 4: Success!
Second Dice:
xxxxx 1: Target suffers 1 damage for [third dice] rounds.
xxxxx 2-3: Target suffers 2 damage for [third dice] rounds.
xxxxx 4: Target suffers 3 damage for [third dice] rounds.
Third Dice:
xxxxx Determines how many turns the effect lasts.
Potential Max Damage: 12


Year Two/Hunter Trainees: 3d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice:
xxxxx 1: Target suffers 2 damage for [third dice] rounds.
xxxxx 2-3: Target suffers 3 damage for [third dice] rounds.
xxxxx 4: Target suffers 4 damage for [third dice] rounds.
Third Dice:
xxxxx Determines how many turns the effect lasts.
Potential Max Damage: 16


Note that this technique is UNAVOIDABLE damage (unless they use a Barrier). Your target will take damage regardless of whether you hit or miss on subsequent turns.


Headlights

Known simply as "Headlights," this technique was discovered soon after automobiles were developed in the Human World. When these strange devices were first encountered, the nameless Halloweener was transfixed. What was that bright light coming at them from the darkness? That strange, beep beep[/i[ sound? After discovering how painful these new horseless carriages were, this technique was developed to instill the same sense of confusion and transfixation that makes a Halloweener forget where they were and what they were doing, effectively making them skip their turn in battle.

Year One: 1d4
First Dice:
xxxxx 1-3: Miss
xxxxx 4: Success!
Effect: Opponent skips their next turn; User takes an additional turn.


Year Two/Hunter Trainees: 1d4
First Dice:
xxxxx 1, 2: Miss
xxxxx 3, 4: Success!
Effect: Opponent skips their next turn; User takes an additional turn


xxxxx To protect two people, Y2/Hunter Trainees Only: 2d4
xxxxxxxxxxDice Values:
xxxxxxxxxx 1-3: Miss
xxxxxxxxxx 4: Success! Target skips their next turn.
xxxxxxxxxxOne die per target, max of two.


Year Three/Hunter: 1d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Effect: Opponent skips their next turn; User takes an additional turn.


xxxxx To protect two people, Y3/Hunters Only: 2d4
xxxxxxxxxxDice Values:
xxxxxxxxxx 1, 2: Miss
xxxxxxxxxx 3, 4: Success! Target skips their next turn.
xxxxxxxxxxOne die per target, max of two.


xxxxx To protect three people, Y3/Hunters Only: 3d4
xxxxxxxxxxDice Values:
xxxxxxxxxx 1-3: Miss
xxxxxxxxxx 4: Success! Target skips their next turn.
xxxxxxxxxxOne die per target, max of three.

PostPosted: Fri Sep 23, 2011 10:03 pm


I like Headlights, GC works out pretty well, while still being a risk. Everything looks good from here!

Toshihiko Two
Crew

Sugary Marshmallow


Toshihiko Two
Crew

Sugary Marshmallow

PostPosted: Thu Sep 29, 2011 8:29 am


ONE LAST ADDENDUM?

with Eye functioning as a mirror of Mind
and Mind decreasing accuracy of opponent's Fear -1

could Eye increase accuracy of your Fear attack +1? ninja
PostPosted: Thu Sep 29, 2011 7:24 pm


When damage comes out as a decimal.. such as 10.5 .. do we round or use the fraction?

iloveyouDIE

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Marushii
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PostPosted: Mon Oct 03, 2011 11:30 pm


iloveyouDIE
When damage comes out as a decimal.. such as 10.5 .. do we round or use the fraction?


Round up to the nearest full number! So 10.5 -> 11. C:
PostPosted: Thu Oct 06, 2011 1:56 pm


I know this is a late addition, so it might be something to add post-meta, but I was just having a conversation with someone who asked about it.

What would you think about a Copy move? For people whose species are like Dopplegangers or Envy Demons (natural ability is chameleon type stuff)

My thought is (for Halloween):
*Copy uses one move from their current battle (opponent or ally).
*The move must be in the FEAR Battle system (Swift Strike, Barrier, The Chill, etc. Boss moves cannot be copied)

Copy Y1 - You can use one opponent's move, using the Y1 statistics.
Copy Y2 - You can use one opponent's move, using the Y2 statistics.
Copy Y3 - You can use one opponent's move, using the Y3 statistics.

Blade suggests as a possible roll for Copy, in the case of multi-target, they have to randomize which FEAR is copied. And that the FEAR would have to be used in-battle first.
(Blade you can post any other thoughts/addendums) XD heart

Toshihiko Two
Crew

Sugary Marshmallow


Blade Kuroda

Militant Raider

PostPosted: Thu Oct 06, 2011 2:00 pm


Another potential idea with this.

Y1 - can only copy y1 FEARS
Y2 - can copy y1/y2

And so on.

This is a little trickier to balance out than the other ones but I definitely don't think that students with this should be able to pick from whatever FEARS are available in that battle right off the bat.

Otherwise, people could probably just pick out one of the base sets and rp it out that they're 'copying' the other person's FEAR... more through flavor than anything else.
PostPosted: Mon Oct 17, 2011 11:59 pm


Another idea, not related to the one above.

But what would you say to a life Steal or drain FEAR? Damage output would be less than the other damage dealers and it wouldn't be able to heal as much as the Chill. Plus it probably would only heal yourself.

But like

y1
3d6, absorbs 1/4 damage dealt
Dice 1: 1-4 = MISS
----------5-6 = Hit!
Dice 2,3: Damage dealt

Bob rolls 5,4,4
He hits for 8 and heals for 2
The best roll someone could get would do 12 damage, and heal for 3

y2
4d6, absorbs 1/2 damage
Dice1: 1-3 = MISS
-----------4-6 = HIT
Dice 2,3,4 = Damage

Bob rolls 4,3,2,6
Hits for 11, heals for 6 (rounded up)
Max chance would be 18 damage, and healing for 9

y3
5d6, absorbs 3/4 damage
Dice1: 1-2 = MISS
-----------3-6 = HIT
Dice 2,3,4,5 = Damage

Bob rolls 2,3,4,5,6
Hits for 18, heals for 14
Max would be 24, healing for 18

I hadn't figured out the averages for these yet since it's getting late but this is just an initial pitch. Basically giving up the ability to do more damage/healing to be able to do both at once.

Blade Kuroda

Militant Raider

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